Enhanced amusement vehicles and a method for simulating power-ups in-game virtual vehicle enhancements and virtual weaponry for improved race experience

ABSTRACT

An amusement vehicle, retrofittable hardware gamification attachment, and method for simulating power-ups in-game virtual vehicle enhancements and virtual weaponry for improved racing experience are disclosed. Amusement vehicle comprises sensor-specific transmitters/receivers for communicating with other amusement vehicles moving in amusement environment. Amusement vehicle comprises a processor simulating power-ups in-game virtual vehicle enhancements and virtual weaponry based on sensor-specific signals transmitted to or received from other amusement vehicles. Power-ups and virtual weaponry are simulated by increasing/decreasing speed, causing damage, providing temporary protection from damage, freezing weaponry, and deactivating weaponry the amusement vehicle for pre-defined time corresponding to sensor-specific signals transmitted to or received from other amusement vehicles in gaming event of amusement environment. Amusement vehicle comprises cameras for capturing still images/video of amusement vehicle and surroundings. An adaptive video system (AVS) processes, transmits, and displays still images/video on a display screen of amusement vehicle and display device external from amusement environment.

RELATED APPLICATIONS AND CLAIM FOR PRIORITY

The present application is a continuation of U.S. Non-Provisionalapplication Ser. No. 17/031,796, titled “Enhanced Amusement Vehicles andA Method for Simulating Power-Ups In-Game Virtual Vehicle Enhancementsand Virtual Weaponry for Improved Race Experience,” Attorney Docket No.EMOT002US0, filed Sep. 24, 2020; which claims the benefit of U.S.Provisional Patent Application Ser. No. 62/905,388, titled “AmusementVehicles and A Method for Simulating Power-Up and Weapons for ImprovedRace Experience,” Attorney Docket No. EMOT002USP, filed Sep. 25, 2019;all of which are incorporated herein by in their entirety and referencedthereto.

FIELD OF INVENTION

The present invention relates to electronically powered amusement,sports, or professional vehicles combined with the tracks or courses andamusement vehicle environments. More particularly, the present inventionrelates to amusement vehicles, retrofittable hardware gamificationattachment for amusement vehicles, and a method for simulating power-upsin-game virtual vehicle enhancements and virtual weaponry for improvedracing experience. The amusement vehicles simulate gaming power-ups,weaponry, in-game Heads Up Display (HUD) information, (e.g., a digitaltransparent image projected above a dashboard displaying informationappearing below on the dashboard) as well as both local and remote livestreaming of amusement vehicles such as go-karts, Segways, bump-karts,amusement boats, and the like, for improving race experience.

BACKGROUND OF INVENTION

It is known that people often visit amusement parks and theme parksduring their leisure time. Typically, the amusement parks includeattractions, rides, and other events to cater to people of different agegroups. Children and adults alike enjoy amusement rides using amusementvehicles such as but not limited to Go-Karts or other electronicallypowered, “user-controlled” and/or partially “remotely controlled”devices which could be further expanded with “features” to enrich theexperience.

Examples of such features include, but are not limited to; camera/s forlive-action, “Adaptive Video Streaming” or “Adaptive Video System” (AVS)for use in live playback or time-shifted playback. These video streamscould be utilized in such examples of current devices that could beretro-fitted by way of a “kit” or solution are not limited to; Segway's,Bump-Karts, amusement boats, and the like, as they provide excitementand thrill during the ride. Motor Sports have long been enjoyed by bothchildren and adults, due to the excitement, thrills, and rush of beingso aerodynamic and low to the ground thus allowing a rider and racer topush themselves and their machine to the limit, outpacing,outmaneuvering, and out-racing competition for the victory.

Kart racing or karting is a variant of open-wheel motorsport with small,open, four-wheeled vehicles called karts, go-karts, e-karts, orgearbox/shifter karts depending on the design. They are usually raced onScaled-down circuits. Karting is commonly perceived as the steppingstone to the higher and more expensive ranks of motorsports. Inaddition, with the ever-increasing sophistication of entertainmentprovided by home Video games, arcade games, motion pictures, andamusement park rides, attractions, and the emerging “E-Sports” leaguesthere is a need for an improved/visually rich karting live-actionracing/gaming experience affording for a greater level of excitement,thrill level, skills and levels of immenseness. gaming competition canbe achieved. This while providing for a visually rich, interactivespectator experience.

With the introduction and growth of “E-Sports”, there is a demand forinnovative competitive entertainment that enhances the traditionalindustry of karting and combines it with the attributes and skills-basedapproach of the interactive competitive video gaming experience.

As for example, Battle Kart, a company from Belgium, also disclosed akarting game to recreate video games such as Mario Kart (Nintendo™) andCrash Team Racing (PlayStation™). The system used by Battle Kartrequires video projections on the grounds of a karting track, of virtual“elements” and of real “elements”. Thus, the system proposed by BattleKart allows for interactions between the drivers/players (i.e., betweenthe kart vehicles) and the “elements” (virtual or not) that areprojected on the track. The system proposed by Battle Kart is thus basedon the projection of the object on the ground, on localization equipment(such as a GPS), and a server. This setup for recreating a real-lifeMario Kart race or a real-life Crash Team Racing race would be difficultand expensive to integrate on already established karting tracks aroundthe globe as it would require introducing a complex system (i.e., whichincludes a screen or projection/s surrounding the tracks to show the“elements” to the drivers/players and a GPS localization system incommunication with a “Local” and/or “Peer To Peer” node servers toidentify the position of each one of the drivers/players that are on thetrack) to existing setups. Additionally, as this system requires thepresence of a screen/s surrounding the track, it would be hardlyimplementable on outdooring karting recreation centers.

Therefore, the need for a visually rich, skilled-based complexracing/gaming solution portraying simulated “Power-Ups” weapons, thedamage remains and needs to deliver a high grade of “low “latency”gamification for amusement vehicles and amusement environments.

An example of an amusement vehicle configured with the simulated weaponsis disclosed in a United States Publication No. 20150041230 (Abandoned),entitled “Amusement Vehicle, Amusement Environment for a Vehicle andMethod of Using the same” (the “'230 Publication”). The '230 Publicationdiscloses a kit for installing on an amusement vehicle having a chassis,a set of wheels and a motor the amusement vehicle for interacting withat least one other amusement vehicle in an amusement environment, thekit comprising: at least one of: a receiver to be mounted on the chassisfor receiving a first directional signal from the at least anotheramusement vehicle only when the at least another amusement vehicle is insubstantial alignment with the applicable receiver and a transmittertype/s to be mounted on the chassis for transmitting a seconddirectional signal to one of the at least another amusement vehicle insubstantial alignment with the transmitter; and a controller to bemounted on the chassis and to be at least one of: operably connected tothe receiver and to be configured to decode the first signal forcontrolling the motor in accordance with instructions included in thefirst signal; and operably connected to the transmitter and to beconfigured to encode the second signal prior to sending it to the atleast another amusement vehicle via the transmitter. In an embodiment,the concept of virtual “Power-Ups” (i.e. rewards. privileges, etc.) maybe awarded, earned, or granted and then enabled in the amusementvehicles and the track as in many traditional competitive video games,whereby, the user at the beginning of the game may have a given amountof powers (or none), and the powers may be lost or gained throughout thegame in accordance with the performance. The powers may be used toperform one or more of the following: accelerating own vehicle,decelerating own vehicle and/or other vehicles, stop other vehicles,decelerate all other vehicles, cause an accident, etc.

In the present scenario, the transmitter and the receiver may be usedfor transmitting and/or receiving powers from or to another vehicle, orfrom an interacting element or decelerating interacting elements,accelerating interacting elements, or random interacting elements.

The above type of amusement ride/shooting “kit” is successful atidentifying a basic and direct way of introducing a modern video gamesimulation of virtual “Power-Ups” on an amusement vehicle. However, by asimple and solely mounting transmitter, a receiver, and a controllingmotor on an amusement vehicles chassis that only responds to speed upand slow down commands signals has its certain limitations, thereforestill remaining potential various gaming and interactive sensoryfeatures that have yet to be introduced into the field are awaitingriders in search of challenging and innovative improvements in the fieldof amusement vehicles.

It is understood and observed that a more immersive visual andsensory-rich experiences can be derived consisting of but not limited tointelligent remote control by way of the “Wireless Command & Control”system alternatively call the “backbone” of such features by way ofproprietary algorithms sent/received through a dedicated interfaceand/or a sub-channel of the wireless command and control system.

SUMMARY

It is one of the objects of the present invention to provide an advancedhardware and software gaming solution for simulating in-game virtualvehicle enhancements and virtual weaponry for improved competitive raceexperience through a complete retrofittable after-market body framefitting attachment, master control gaming software, and a pairing mobileapplication interface as a complete package kit for amusement vehicles.

In order to achieve the object, the present invention provides atechnical feature in which each of the amusement vehicles on a trackincludes an agnostic retrofittable hardware gamification attachment bodyfitting for amusement vehicles for simulating in-game vehicleenhancements and virtual weaponry, upgrades, and powerups for improvedrace experience.

In one implementation, each of the amusement vehicles on the trackincludes sensor-specific transmitters and sensor-specific receivers. Forexample, the sensor-specific transmitters and receivers include“Optical”, “Ultra-Sonic”, “Proximity” sensors. The sensor-specifictransmitters and sensor-specific receivers transmit and receivesensor-specific signals from other amusement vehicles. Aftertransmitting or receiving the sensor-specific signals to other amusementvehicles from an amusement vehicle, a simulated power-up and weapon getactivated. The simulated power or weapon may include, but not limitedto, “turbo boost”, “vortex shield”, “LASER turret blasters”, “oilslick”, “freeze ray cannon”, “rage”, and “power-ups”. The simulatedpower-up and weapon increases or decreases the speed of the amusementvehicle or grants a special ability to the amusement vehicle for apredefined time. For example, “oil Slick” allows a player to havetemporary access to a rear-view split-screen on a display monitorattached to frame fitting or chassis, allowing a unique way to viewamusement vehicles present behind, without having to turn around. Eachof the players in a gaming event tries to gain an advantage during thegame by obtaining a maximum number of simulated power-ups and weapons.

In another technical feature of the present invention, the trackincludes Radio-frequency identification (RFID) tags at variouslocations. The RFID tags act as landmine obstacles and simulate damageor pitfall for the amusement vehicle when the amusement vehicle runsover an RFID tag. This ensures a more competitive racing experience asit forces the players to be more aware of the track up ahead.

In another technical feature of the present invention, the amusementvehicle includes the steering wheel having control buttons. The playeroperates the control buttons to activate the simulated power-up andweapons.

In yet another technical feature of the present invention, each of theamusement vehicles includes a display screen. The display screen mountsto the steering wheel. The display screen shows the real-time positionof each player, simulated power-ups and weapons, targeting trackingwarnings, and other notifications. Based on the information displayedand/or notified to the player, the player maneuvers the amusementvehicle to avoid other amusement vehicles and races ahead on the trackavoiding the RFID landmines to gain an advantage in the race. Thedisplay screen includes a dynamic mount that allows the display screento face the driver at the same level in his view. The dynamic mountconnects and justifies the majority of the weight by positioning lowerthan the centerline of the steering wheel. This creates a pendulumeffect and keeps the display screen at the display surface level.

In yet another technical feature of the present invention, the amusementvehicles connect communicatively to a master control system usingwireless communication techniques such as Wi-Fi. The master controlsystem controls each of the amusement vehicles via a processor. Theprocessor in each of the amusement vehicles works as a wireless commandand control system and acts as their backbone. The master control systemobtains data corresponding to each of the amusement vehicles, thereal-time position of each of the amusement vehicles, and simulatedpower-up and weapons obtained. Further, the master control system routesall communication between the amusement vehicles in the track. Further,the master control system displays results of the gaming event on adisplay device/signage placed outside of the track.

In addition, the master control system tracks and processes performanceof all players participating in the gaming event and generates reportsto award points and rank the players according to either in-game orpost-game metrics.

In yet another technical feature of the present invention, the mastercontrol system fetches and streams live feed data from cameras (the 2Dcamera and the 3D 360-degree camera) mounted on each amusement vehicleattachment frame fitting or display screen and displays at a displaydevice placed at a lobby outside the track, or through the internet ondifferent platforms such as social media and mobile applications.Amusement vehicle includes an Adaptive Video System” (AVS). AVSprocesses images and/or video received from cameras and displays at thedisplay screen and transmits it to any number of display devices (notspecifically shown) placed outside the track e.g., in a lobby i.e.“Leader Board”. For instance, the processor along with AVS processeslive feeds of the images or video as being captured cameras and displaysthe images or live feed/s on any number display devices. This provides adifferentiated, uniquely curated visual, social media, and live-actionracing/gaming experience for spectators and/or those viewing via asocial media channel/s to see how a player is doing while racing. Forexample, the driver uses the display screen mounted on the steeringwheel, and the spectator uses his phone interface or a spectator kiosk,respectively to view the player's live feed. As such, the presentinvention provides improved race experience for players and spectators.

In yet another technical feature of the present invention, the amusementvehicles attachment can wirelessly communicate, connect, and assign aplayer's personal profile via a mobile application designed for mobiledevices to pair and assign a rider's personal profile account to anamusement vehicle as a means of identifying, tracking and storingspecific in-game date to the master control system via a Wi-Fi signal orcellular signals of such.

In yet another technical feature of the present invention, each of theamusement vehicles includes a display screen. The display screen showsinformation such as, but not limited to players' selfie account photo,real-time position of each player, simulated power-ups and weapons,targeting tracking warnings, and other in-game vital notifications andstatistics such as current health, bonus attributes, armor level,ammunition count, lap times, vehicle diagnostics or settings, etc.

Based on the information displayed and/or notified to the player, theplayer maneuvers the amusement vehicle to avoid other amusement vehiclesand race ahead on the track avoiding the RFID landmines that simulateharm or damage to the amusement vehicle potentially causing a rider tolose advantage in the race.

In yet another technical feature of the present invention, each of theamusement vehicles includes an attachable custom the ergonomic steeringwheel that mimics the ergonomics of both a console gaming controller andracing the steering wheel comprising of Front-facing and rear-facingbuttons, triggers, and switches that activate and confirms or deniesin-game actions. The steering wheel is designed to pair with both themaster control system and attachment frame fitting of the amusementvehicle and houses various components such as a Bluetooth signaltransmitter or haptic vibrations based on in-game feedback. AmusementVehicle attachment can connect to a Bluetooth Signal transmitterallowing audio feedback to any pairing audio headset compatible to theamusement vehicle attachment.

In yet another technical feature of the present invention, each of theamusement vehicles includes audio and visual notification not only onthe display screen but also on through exterior rear, head, and bodylights of the body frame fitting of the amusement vehicle. These visuallights built into the exterior of the amusement vehicles frame create amore safe and challenging racing experience by displaying various colorcombinations, patterns, or strobe in accordance to specific in-gamepowerup actions or effects. Amusement vehicle displays yellow lightsafter the amusement vehicle has received an optical transmission from apowerup that simulates the effect of slowing down or green lights as anamusement vehicle increases in speed, or red lights when an amusementvehicle comes to a complete stop.

In yet another technical feature of the present invention, the amusementvehicle can have haptic vibration sensory in both or either the steeringwheel or attached to the seat for vibration feedback from in-gameeffects, power-ups, or simulated damage.

Features and advantages of the subject matter hereof will become moreapparent in light of the following detailed description of selectedembodiments, as illustrated in the accompanying FIGS. As will berealized, the subject matter disclosed is capable of modifications invarious respects, all without departing from the scope of the subjectmatter. Accordingly, the drawings and the description are to be regardedas illustrative in nature.

BRIEF DESCRIPTION OF THE DRAWINGS

The present invention will now be described in detail with reference tothe drawings, which are provided as illustrative examples of theinvention as to enable those skilled in the art to practice theinvention. It will be noted that throughout the appended drawings, likefeatures are identified by like reference numerals. Notably, the FIGUREsand examples are not meant to limit the scope of the present inventionto a single embodiment, but other embodiments are possible by way ofinterchange of some or all of the described or illustrated elements and,further, wherein:

FIG. 1 illustrates an amusement environment comprising amusementvehicles, in accordance with one embodiment of the present invention;

FIGS. 2A, 2B, and 2C illustrate a perspective, front and rear view ofthe amusement vehicle, respectively, in accordance with one embodimentof the present invention;

FIG. 2D illustrates the second camera i.e., 3-dimensional (3D)360-degree camera mounting system, in accordance with one embodiment ofthe present invention;

FIG. 3 illustrates a block diagram of the amusement vehicle, inaccordance with one embodiment of the present invention;

FIG. 4 illustrates an optical transmitter, in accordance with oneembodiment of the present invention;

FIG. 5 illustrates a process of generation of optical signals fortransmission from one amusement vehicle to another, in accordance withone embodiment of the present invention;

FIGS. 6A and 6B illustrate a display screen mounted at the steeringwheel, in accordance with one embodiment of the present invention;

FIG. 7 illustrates an exemplary interface 700 of the display screen 330,in accordance with one embodiment of the present invention;

FIG. 8 illustrates a representative exemplary interface of a scoreboardproviding details related to a gaming event, in accordance with oneembodiment of the present invention;

FIG. 9 illustrates a representative exemplary interface 900 of a mastercontrol system 108 that allows an administrator to control a gamingevent, in accordance with one embodiment of the present invention;

FIG. 10 illustrates a representative exemplary interface 1000 displayinggame statistics, in accordance with one embodiment of the presentinvention;

FIG. 11 illustrates a representative exemplary interface 1050 displayinglive feed from each amusement vehicle at a display device placed outsideof a track, in accordance with one embodiment of the present invention;

FIG. 12A and FIG. 12B cumulatively illustrate a representative exampleflow diagram comprising a sequence of steps occurring in theracing/gaming event, in accordance with one embodiment of the presentinvention;

FIG. 13 illustrates a “Camera & Sensor Integration Work Flow” diagramdetailing the default “Cycled Camera Views” as well as the “manually” or“programmatically” generated interrupts that will change camera viewbased on the interrupt type, in accordance with one embodiment of thepresent invention;

FIG. 14 illustrates a programmatic flow of an Adaptive Video System(AVS), in accordance with one embodiment of the present invention;

FIG. 15 illustrates a process flow of user accessing gaming event via anelectronic device such as a mobile phone, in accordance with oneexemplary embodiment of the present invention; and

FIG. 16 illustrates an overall process flow of the Go-Kart Mobile LaserTag System (GMLTS), in accordance with one exemplary embodiment of thepresent invention.

It will be noted that throughout the appended drawings, like featuresare identified by like reference numerals.

DETAILED DESCRIPTION OF THE EMBODIMENTS

Before the present working principle of a method for simulating“Power-Ups” and weapons using amusement, vehicles are described, it isto be understood that this disclosure is not limited to the particularsystem or method for achieving so, as described, since it may varywithin the specification indicated. Various processes and functions forsimulating “Power-Up” modes, weapons, targeting, tagging, etc. usingamusement vehicles for improved race experience might be provided byintroducing variations within the components/subcomponents disclosedherein. It is also to be understood that the terminology used in thedescription is for the purpose of describing the particular versions orembodiments only, and is not intended to limit the scope of the presentinvention, which will be limited only by the appended claims. The words“comprising,” “having,” “containing,” and “including,” and other formsthereof, are intended to be equivalent in meaning and be open ended inthat an item or items following any one of these words is not meant tobe an exhaustive listing of such item or items, or meant to be limitedto only the listed item or items.

It should be understood that the present invention describes agnosticretrofittable hardware gamification attachment that can be integrated inexisting amusement vehicles. Alternatively, the agnostic retrofittablehardware gamification attachment might be provided with new amusementvehicles. Hereinafter, the embodiments are described consideringamusement vehicles that include the agnostic retrofittable hardwaregamification attachments. Operation and advantages of operating suchamusement vehicles are now described.

FIG. 1 shows amusement environment 100 including amusement vehicles 102,104, in accordance with one working embodiment of the present invention.Amusement vehicles 102, 104 may include, but not limited to, go-karts,Segway's, bump-karts, amusement boats, etc. For ease of explanation,go-karts are illustrated and described in preferred embodiments; howeverother vehicles such as motorbikes, vehicles such as cars and All-TerrainVehicles (ATVs) may also be implemented as the amusement vehicles.

Amusement vehicles 102, 104 travel on track 106, in that a player ridesan amusement vehicle around track 106 during a race/gaming event. Itshould be understood that there could be more than two amusementvehicles at a time on the track/course. Each of the amusement vehicles102, 104 uniquely identifies with an “identification number” or “code”that can be scanned and/or registered via a mobile application (FIG. 15)by way of Bluetooth or other wireless means in combination withproprietary software algorithms. In a given embodiment, thisregistration process can be enabled when the driver approaches aparticular amusement vehicle and could be triggered by a dedicated“Proximity” sensor. The “Proximity” sensor would carry a unique ID sothat the participant's phone/mobile is tied to a given amusementvehicle. The same technique can be used by the participant if they wereto register via a kiosk. In the present invention, two amusementvehicles are illustrated for the purpose of explaining theconstructional features of the amusement vehicles and simulating“Power-Ups” and weapons or targeting and the associated notification tothe kart being targeted as well as tagging modes using the amusementvehicles. For ease of understanding, amusement vehicles 102, 104 arereferred to as first amusement vehicle 102 and second amusement vehicle104. First amusement vehicle 102 indicates an amusement vehicle that istraveling ahead or in front of the second amusement vehicle 104 on track106. Alternatively, second amusement vehicle 104 may be referred to as afollower amusement vehicle 104 as it is following or behind firstamusement vehicle 102 on track 106.

Each of first amusement vehicle 102 and the second amusement vehicle 104includes processor 302. Processor 302 works as a wireless command andcontrol system and acts as a backbone for each of first amusementvehicle 102 and second amusement vehicle 104. Processor 302 of each offirst amusement vehicle 102 and second amusement vehicle 104communicates with master control system 108 through a network. Thenetwork includes a wireless network implemented using Wi-Fi, Bluetooth,NFC, and/or other protocols. Further, first amusement vehicle 102 andsecond amusement vehicle 104 communicate with each other via mastercontrol system 108.

Further, processor 302 and master control system 108 communicates with aremote “local”, and/or “peer-to-peer node” server 110. As such, remoteserver 110 implements as a cloud or “local” independent server and/or incombination with a “peer-to-peer node” server, consisting one of adesktop, a tablet, or any other electronic device that is used tooperate in conjunction with the “processor 302 and master control system108. Remote server 110 instructs processor 302 and master control system108 to operate and communicate with first amusement vehicle 102 andsecond amusement vehicle 104. Remote server 110 instructs processor 302and master control system 108 in combination with a dedicated wirelesstransmitter, receiver, and command module for the applicable sensortype. Remote server 110 instructs processor 302 and master controlsystem 108 to enable various race modes of operation, timed or manualinterrupts such as triggering on-course events, (i.e. “Slow-Downs” or“Stop Mode” for safety reasons, “Landmine” zones, targeting, and specialrace “Zone Activations”. The feature of “interrupts” is explained withthe help of FIG. 13.

FIGS. 2A through 3 show the amusement vehicle. It should be understoodthat FIGS. 2A, 2B, 2C, and 3 are used to explain first amusement vehicle102, as such second amusement vehicle 104 too will have similar featuresto perform various functions by processor 302 and to communicate withmaster control system 108 and remote server 110. As can be seen, FIGS.2A, 2B, and 2C show a perspective, front and rear view of firstamusement vehicle 102, respectively. First amusement vehicle 102includes a chassis (not shown). Frame housing 202 covers the chassis offirst amusement vehicle 102 and withstands impact on first amusementvehicle 102 when first amusement vehicle 102 hits a barrier (not shown)put around track 106.

First amusement vehicle 102 includes front wheels 204 and rear wheels206 mounted to the chassis that allow maneuvering first amusementvehicle 102 on track 106. First amusement vehicle 102 provides frontbumper 208 and rear bumper 210 that mount to frame housing 202. Frontbumper 208, rear bumper 210, and frame housing 202 provides a materialmade of polycarbonate or rubber material or any other suitable material.Front bumper 208, rear bumper 210, and frame housing 202 design providesstructural integrity in that they take impact on first amusement vehicle102 and reduce vibrations caused to a rider or player riding firstamusement vehicle 102. First amusement vehicle 102 further includesfirst side pod 212 and second side pod 214. First amusement vehicle 102encompasses first side pod 212 on its right side and second side pod 214is on its left side.

Further, first amusement vehicle 102 provides seat 216 for allowing theplayer to sit and ride first amusement vehicle 102. First amusementvehicle 102 includes steering wheel 218 for maneuvering first amusementvehicle 102 along track 106.

FIG. 3 shows a block diagram of first amusement vehicle 102, inaccordance with one embodiment of the present invention. FIG. 3illustrates the electronic components embodied into first amusementvehicle 102 for allowing the player to simulate the power-ups andweapons with second amusement vehicle 104 and to communicate with mastercontrol system 108 and remote server 110.

First amusement vehicle 102 includes a processor 302. As specifiedabove, processor 302 works as a wireless command and control system andacts as a backbone for first amusement vehicle 102. Processor 302processes instructions stored in a memory (not shown). First amusementvehicle 102 includes a wireless transceiver 304 electrically connectedto processor 302. Wireless transceiver 304 communicates with processor302 and remote server 110. Further, wireless transceiver 304communicates with second amusement vehicle 104 and other objects such asRadio-frequency identification (RFID) tags, Proximity sensors, Motionsensors, Ultra-Sonic sensors or combinations of sensor types placed ontrack 106 at strategic locations during the race via processor 302.Processor 302 communicates and controls the various devices and sensorson the track and sensors present in first amusement vehicle 102.

First amusement vehicle 102 encompasses a first camera 306 such as a2-dimensional (2D) camera configured to capture still images and/or avideo. First camera 306 captures still images or live during the race.In one example, steering wheel 218 encompasses first camera 306 at thecenter facing the player. First amusement vehicle 102 further providessecond camera 334 such as a 3-dimensional (3D) 360-degree camera. Secondcamera 334 rotates and captures still images and/or a video. FIGS. 2Cand 2D show mounting of second camera 334. Second camera 334 mounts tobracket 336 that in turn mounts to frame 338 and an attachment or rollcage assembly 340. Bracket 336 allows for robust mounting of secondcamera 334. Bracket 336, frame 338, and roll cage assembly 340 allow forclear, unobstructed views, e.g. front, sides and rear while protectingthe second camera 334 even in the event of a roll-over of amusementvehicle 102. First camera 306 and second camera 334 electrically orwirelessly connect to processor 302. In one specific example, firstcamera 306 and/or second camera 334 captures an image of the playerbeing seated on seat 216. After capturing, processor 302 registers theimage of the player. When the player sits on seat 216, first camera 306generates an interrupt triggering the start of the default “CameraCycled Views” (FIG. 12) overridden only by way of a higher prioritytrigger event. Additionally, it prompts the driver to have first camera306 integrated or positioned in or near steering wheel 218 to take hisphotograph. Subsequently, first camera 306 and/or second camera 334transmit the image to processor 302 for processing, registering theparticipant, and/or posting to the image to the “Battel Board”/“ScoreBoard” or display device placed outside of track 106.

First camera 306 and second camera 334 employ proprietary algorithms tocapture still or live video content and transmit to “Adaptive VideoStream” or “Adaptive Video System” (AVS) 332. AVS 332 in conjunctionwith processor 302 processes by dynamically parsing the captured imagesand videos (front, side, rear, or combination of views) and delivers allimages and video feeds to and from the amusement vehicles and to thevarious remote display devices such as the “Leader Board”, “BattleBoard” and/or any intended end-point display devices (FIG. 14illustrates a programmatic flow of AVS 332).

Processor 302 registers the image of the player with a radio-frequencyidentification “RFID” tag or automatically generated ID/code issued forthe player. The “RFID” tag or automatically generated ID/code allows toidentify the player by his name, age, etc. After registering the player,processor 302 in conjunction AVS 332 displays the name, image of theplayer to audience, on a “Leader Board”, “Battel Board” or other displaydevice placed inside or outside of track 106.

In one alternative embodiment, first camera 306 mounts on the bumper andsecond camera 334 mounts above the driver head i.e., on a roll bar.First camera 306 when placed at the rear bumper 210 captures stillimages or videos of the following amusement vehicle triggered by“Manual” or “Programmatic” generated interrupts, (FIG. 13) i.e., secondamusement vehicle 104 and shows it to the player on a display screen. Assuch, the player need not have to turn behind to check the amusementvehicles following him.

In one alternative embodiment, the player registers using other means,such as scanning of a “Quick Response” (QR) code displayed on a portableelectronic device (not shown) present with the player and upon receivinga secure pin from the player.

In another embodiment, the player registers using another means, such asusing a mobile application to activate a dedicated “Proximity” sensor(not shown). The proximity sensor generates a forced trigger event thatwould automatically register the driver to the amusement vehicle.

First amusement vehicle 102 includes a location sensor such as a GlobalPositioning System (GPS) 308 for determining the location of firstamusement vehicle 102 on track 106.

First amusement vehicle 102 includes first sensor-specific transmitter310 and first sensor-specific receiver 312. In one implementation, firstsensor-specific transmitter 310 and first sensor-specific receiver 312mounts on front bumper 208. First sensor-specific transmitter 310transmits sensor-specific signals 314 to amusement vehicles present infront of first amusement vehicle 102. First sensor-specific receiver 312receives sensor-specific signals 316 from the other amusement vehiclesthat are in front of first amusement vehicle 102.

First amusement vehicle 102 includes second sensor-specific transmitter318 and second sensor-specific receiver. 320. In one implementation,second sensor-specific transmitter 318 and second sensor-specificreceiver 320 mount on rear bumper 210 of first amusement vehicle 102.Second sensor-specific transmitter 318 transmits sensor-specific signals322 to other amusement vehicles present behind first amusement vehicle102 i.e., to second amusement vehicle 104. Second sensor-specificreceiver 320 receives sensor-specific signals 324 from second amusementvehicles 104 behind first amusement vehicle 102.

In one embodiment, first sensor-specific receiver 312 fixedly mounts tofront bumper 208, and second sensor-specific receiver 320 fixedly mountsto rear bumper 210 of first amusement vehicle 102. Further, firstsensor-specific transmitter 310 mounts on front bumper 208, and secondsensor-specific transmitter 318 mounts on rear bumper 210 as rotatableattachments. In one exemplary implementation, steering wheel 218provides one or more control buttons (explained in subsequentparagraphs). The one or more control buttons allow to control thedirection of first optical transmitter 310 and second opticaltransmitter 318 to aim at sensor-specific receivers of other amusementvehicles, for simulating shooting or power-ups and weapons at them.

FIG. 4 shows the setup of sensor-specific transmitter 400, in accordancewith one exemplary embodiment of the present invention. Sensor-specifictransmitter 400 generally refers to first sensor-specific transmitter310, first sensor-specific receiver 312, second optical transmitter 318,and second sensor-specific receiver 320. Sensor specific transmitter 400utilizes a shielded cable 402 for receiving power from a power source.Shielded cable 402 encompasses in a strain relief segment 404. Powercarried by shielded cable 402 is provided to a sensor-specific circuitry(not shown). The circuitry includes a sensor-specific signal-generatingelement, such as Light Amplification by Stimulated Emission of Radiation(Laser) diode 406 or some other sensor-specific device. The examplebased on a laser diode 406 is used for its ability to travel long rangeswithout getting scattered. Another suitable sensor in place of a laserdiode may also be used. Further, laser diode 406 provides an opticalelement such as lens 408. Collimation tube 410 or similar mechanismspecific to the sensor type surrounds laser diode 406 or alternativesensor type device. Lens 408 and collimation tube 410 or similarsensor-specific mechanisms narrow down (aligning in a direction oftransmission) a beam generated by the laser diode 406. A retaining ring(not shown) helps to retain or hold laser diode 406 and lens 408 incollimation tube 410. Further, optical circuitry includes anElectrostatic discharge (ESD) circuit 412 for preventing any electricaldamage due to static charge. As described above and here within, thedesign is not specifically based on the use of a given technology orsensor type. Sensor such as the “Ultra-Sonic” type sensor could beintegrated and uniquely customized to accomplish the task.

FIG. 5 shows a process of generation of optical signals for transmissionfrom one amusement vehicle to another, in one accordance with oneembodiment of the present invention. In one case, second amusementvehicle 104 aims at a second sensor-specific receiver 320 installed onrear bumper 210 of first amusement vehicle 102, to simulate shooting.Here, second sensor-specific receiver 320 is shown as being implementedas an Infrared (IR) or “Ultra-Sonic” 502. Processor and/or controlmodule/s 302 in second amusement vehicle 104 provides a signal to atimer Integrated Circuit (IC) 504. The signal provided to timer IC 504includes a User Identify (UID) of the player driving second amusementvehicle 104. Timer IC 504 modulates the UID and sends a modulated UID,as a signal, to a constant current source 506. Constant current source506 triggers first sensor-specific transmitter 310 mounted on frontbumper 208 of second amusement vehicle 104. In the current embodiment,first sensor-specific transmitter 310 is illustrated as beingimplemented using a “Turret Blaster” gun 508. Thus, laser or“Ultra-Sonic” pulses produced by second amusement vehicle 104 areconfigured to transmit towards the applicable receiver matrix 502 offirst amusement vehicle 102. The “laser” or “Ultra-Sonic” sensor typepulses received by the applicable sensor matrix 502 of first amusementvehicle 102 simulates a successful hit of first amusement vehicle 102 bysecond amusement vehicle 104. Subsequently, the modulated UID present inthe “Laser” or the “Ultra-Sonic” pulses gets decoded to identify theplayer registered with second amusement vehicle 104. Such informationhelps to determine points gained by second amusement vehicle 104 and tosimulate damage caused to first amusement vehicle 102, during the game.Here, directing optical or sensor-specific signals 314 transmitted byfirst optical transmitter 310, and optical signals 322 transmitted bysecond optical transmitter 318 to optical receivers of the otheramusement vehicles help to simulate shooting of the other amusementvehicles. Further, optical or sensor-specific 314 & 322 help to simulatethe damage caused to the other amusement vehicles that received opticalor sensor-specific 314 & 322. Similarly, optical or sensor-specificsignals 316 received by first sensor-specific receiver 312 and opticalor sensor-specific signals 324 from other amusement vehicles help tosimulate the shooting of first amusement vehicle 102 by the otheramusement vehicles. This helps to simulate damage caused due to theshooting by the other amusement vehicles on first amusement vehicle 102.

In one exemplary embodiment, first sensor-specific receiver 312 andsecond sensor-specific receiver 320 get deactivated temporarily e.g., 10seconds for simulating an effect of a “shield” in which first amusementvehicle 102 does not receive shooting from the other amusement vehicles.Shield power acquired during the game or race is explained in the laterpart of the description.

In an alternative embodiment, usage of the “ultra-sonic”transmitter/receiver sensor configuration in place of opticaltransmitter and receiver helps to detect, tag, and identify an amusementvehicle and game-related actions, i.e. “Power-Ups”, damage, etc. Placingan “ultra-sonic” matrix, consisting of between 2-6 sensor arrays inaccordance with the transmit and receive signaling protocols at astrategic location on the amusement vehicle allows to shoot or activate“shield” during the race. Here, processor 302 embeds unique IDs andutilizes and processes the information.

First amusement vehicle 102 provides Audio-Video (A/V) indicators 326that electrically connect or delivers by way of AVS 332. A/V indicators326 include one or more Light Emitting Diodes (LEDs), a speaker, and“haptic actuator/s” installed on steering wheel 218 and/or body of firstamusement vehicle 102. A/V indicators 326 get activated when otheramusement vehicles successfully simulate hitting or shooting firstamusement vehicle 102. Alternatively, A/V indicators 326 get activatedwhen first amusement vehicle 102 gets additional powers such as“Power-Ups” after completing a certain number of hits on the otheramusement vehicles. In one example, A/V indicators 326 get activated andproduce an alert to indicate activation of “shield” power. As such, A/Vindicators 326 alerts or notify the player of first amusement vehicle102 of significant events occurring during the gaming event. The playerthen utilizes available powers to gain an advantage over other amusementvehicles.

First amusement vehicle 102 includes motor 328 that connects toprocessor 302 electrically. Processor 302 instructs motor 328 to operateat a defined speed to control the speed of first amusement vehicle 102.For instance, when second amusement vehicle 104 hits first amusementvehicle 102 and activates a “Temporary Slowdown” or “Complete Stop”feature on first amusement vehicle 102, then the track master powercontrol or processor 302 instructs motor 328 to reduce the speed or stopfirst amusement vehicle 102 for a period of time e.g., five seconds. Inone implementation, frame housing 202 includes a battery (not shown)that powers motor 328. Alternatively, motor 328 operates with the helpof an engine (not shown) that runs on gasoline.

First amusement vehicle 102 includes display screen 330 that mounts tosteering wheel 218 facing seat 216. Display screen 330 allows the userto input data and view information corresponding to the operation offirst amusement vehicle 102 during the gaming event. FIG. 6A showsdisplay screen 330 mounted at steering wheel 218. In the currentembodiment, display screen 330 detachably mounts at the center ofsteering wheel 218 with the help of dynamic mount 342. FIG. 6B showsdynamic mount 342. Dynamic mount 342 indicates a plate that mounts tosteering wheel 218. Dynamic mount 342 includes an outer fixed ring 344and an inner floating ring 346. Outer fixed ring 344 and floating innerring 346 present nested ball bearing 348. Floating inner ring 346 mountsto dynamic mount 342 that firmly holds display screen 330. Dynamic mount342 allows to keep display screen 330, e.g. touch tablet, display,phone, etc. facing the driver always level in his view. Dynamic mount342 adjusts its position so that the majority of the weight ispositioned lower than the centerline of steering wheel 218. This createsa pendulum effect and keeps dynamic mount 342 at the same level at alltimes.

A person skilled in the art appreciates that display screen 330 mountsto steering wheel 218 in such a manner that rotation of steering wheel218 to steer first amusement vehicle 102 will not have any effect on theorientation of display screen 330. In other words, display screen 330mounts to steering wheel 218 such that the orientation of display screen330 will not change even when steering wheel 218 is rotated to maneuverfirst amusement vehicle 102. Further, as display screen 330 detachablymounts to steering wheel 218, an operator will be able to remove andreplace display screen 330 upon damage. In one exemplary embodiment,display screen 330 comes encased in a plastic or glass cover to protectit from damage and/or environment.

In one embodiment, steering wheel 218 includes a plurality of virtualand/or physical control buttons such as a haptic feedback control 600, acontrol button 602, a trigger button 604, and targeting buttons 606, asshown in FIG. 6A. Haptic feedback control 600 allows enabling anddisabling of haptic feedback actuators, such as piezo actuators,integrated within the steering wheel 218. Haptic feedback actuatorsprovide vibrational feedback to the player in response to “Power-Ups”received or damage taken by the first amusement vehicle 102, during thegame.

Control button 602 allows activation of the Bluetooth transmitter. Uponactivation, the Bluetooth transmitter establishes a connection with aBluetooth assembly of a helmet (not shown) worn by the player whileriding first amusement vehicle 102. Upon such connection, audio datagets transmitted from an audio device, such as a headset, attached tothe helmet. As each of the players is provided with the helmets, eachplayer transmits or receives audio information from other amusementvehicles e.g., second amusement vehicle 104.

The virtual and/or physical control button 604 allows the user toactivate various “Power-Ups” and weapons. Although a single triggerbutton 604 is illustrated in FIG. 6A, a person skilled in the artappreciates that multiple trigger buttons placed at different positionson steering wheel 218 allow activating different “Power-Ups” andweapons.

Steering wheel 218 includes targeting buttons 606 underneath or at oneof its sides. In one exemplary implementation, targeting buttons 606 isplaced to allow the player to hold steering wheel 218 and operatetargeting buttons 606 with his index or middle fingers. When activated,targeting buttons 606 trigger a target assistance program configured inthe processor 302 to produce a visible “Laser” or “Ultra-Sonic” beam.The player then uses targeting buttons 606 to adjust the position of thevisible “Laser” or “Ultra-Sonic” beam to aim at the amusement vehicleahead or behind first amusement vehicle 102. Alternatively, upontriggering targeting buttons 606 and additional sensor type/s assist toaim at other amusement vehicles. In one case, targeting buttons 606include four buttons for shifting an aim upwards, downwards, right, orin the left direction. A person skilled in the art will appreciate thatmultiple targeting buttons, placed at different positions of steeringwheel 218, help to adjust the position and direction of the “Laser” or“Ultra-Sonic” pulses.

In one alternate embodiment, a joystick (not shown) replaces targetingbuttons 606. The joystick operates similar to a gearshift rod in a motorvehicle and helps to adjust the position and direction of the “Laser” or“Ultra-Sonic” beam.

Additionally, steering wheel 218 presents other buttons at appropriatepositions for accessing settings menu options and scrolling through themenu options to perform one or more operations.

In one exemplary embodiment, amusement vehicles 102, 104 provideimproved race experience for the players during the gaming event. Forexample, amusement vehicles 102, 104 provide improved race experience in“Recreational” & “Pro Series” game versions. Amusement vehicles 102, 104provide improved race experience with simulated “Powers-Ups”. Thesimulated “Powers-Ups” may include, but are not limited to, “HyperBoost”, “Vortex Shield”, “Turret Blasters”, “Trunk Buster”, “Freeze RayCannon”, “Landmine”, “Battle Rage”, or “Pre-Designated” zones,“Obstacles”, “Hot”, “Mine Sweeper”. A person skilled in the artunderstands that processor 302 virtually simulates the aforementioned“Power-Ups” in each of amusement vehicles 102, 104. Further, “RFID” tags1104 or “Proximity Sensor” enabled “Landmine”, track specific “Hot”zones or “Pre=Designated” zones/obstacles are placed at variouslocations on track 106, help to simulate damage to amusement vehicle102, 104 when amusement vehicles 102, 104 runs over “RFID” tag 1104 oranother sensor type.

“Hyper Boost” is an automatically generated, granted simulated“Power-Up”. In “Hyper Boost” power-up, amusement vehicle 102 gets aminor, temporary increase in speed for a pre-defined time e.g., threeseconds. After completion of the predefined time, processor 302 reducesthe speed of the motor to normal operating speed. In one implementation,master control system 108 or processor 302 awards “Hyper Boost”simulated “Power-Up” randomly to some or all of amusement vehicles 102,104 presents in track 106. Upon activation, display screen 330 providesan audio alert and A/V indicators 326 notify the player. Further,display screen 330 shows a visual countdown to deactivate the “HyperBoost” simulated “Power-Up” such as 3 . . . 2 . . . 1 to ensure that theplayer is aware of the “Hyper Boost” received by him.

“Vortex Shield” is an automatically generated, granted simulated“Power-Up”. In “Vortex Shield” power-up, amusement vehicle 102 getstemporary protection from all damage. Here, first sensor-specificreceiver 312 and second sensor-specific receiver 320 get temporarilydisabled for a pre-defined time e.g., five seconds. When “Vortex Shield”gets activated, processor 302 simulates an act of protection orinvulnerability. In one case, when the “Vortex Shield” gets activated ordeactivated, A/V indicators 326 provide an audio alert and displayscreen 330 displays a notification as “Shield acquired” or “Shielddisabled”. Further, display screen 330 shows a visual countdown todeactivate the “Vortex Shield” simulated power-up such as 5 . . . 4 . .. 3 . . . 2 . . . 1.

“Turret Blasters” is a granted simulated “Power-Up”, and provides theability to shoot the opponents ahead of the amusement vehicle grantedwith “Power-Up” resulting in a temporary slowdown effect. Once “TurretBlasters” get activated, following amusement vehicles such as secondamusement vehicle 104 shoots/transmits infrared lasers or other typesensor signals such an “Ultra-Sonic” beams at first amusement vehicle102. Specifically, second amusement vehicle 104 transmits infraredlasers to the sensor-specific receiver placed at the rear bumper 210 offirst amusement vehicle 102. This causes the first amusement vehicle 102to simulate a hit or damage taken resulting in first amusement vehicle102 to decrease its speed and slow down to the speed at which firstamusement vehicle 102 is traveling for a pre-defined time e.g., threeseconds. After expiry of the pre-defined time, first amusement vehicle102 returns (regains) to the normal operating speed. In one case, whenthe “Turret Blasters” simulated “Power-Up” gets activated, A/Vindicators 326 provide an audio alert to notify the player such as“Turret Blasters” acquired or “Turret Blasters” disabled. Further,display screen 330 shows a visual countdown to deactivate “TurretBlasters” simulated “Power-Up” such as 3 . . . 2 . . . 1.

“Trunk Buster” is a granted simulated “Power-Up”. “Trunk Buster” allowsthe amusement vehicle that is ahead to shoot the opponent in the rearwith the assistance of the targeting camera systems resulting in atemporary slowdown effect. “Trunk Buster” gets enabled by way oftransmitting the applicable “Laser” or “Ultra-Sonic” signal/s at thefollowing amusement vehicle that is behind e.g., second amusementvehicle 104. Here, the “Lasers” or “Ultra-Sonic” signal is transmittedto the applicable receiver placed at front bumper 208 of secondamusement vehicle 104 causing second amusement vehicle 104 to simulatehit or damage taken resulting in second amusement vehicle 104temporarily decreasing in speed for a pre-defined time e.g., threeseconds. After completion of the pre-defined time, second amusementvehicle 104 returns to normal operating speed. In one case, when the“Trunk Buster” gets activated, A/V indicators 326 provide audio tonotify the player such as “Trunk Buster” acquired or “Trunk Buster”disabled. Further, display screen 330 shows a visual countdown todeactivate the “Turret Blasters” simulated power such as 3 . . . 2 . . .1.

An “Electro-Magnetic Pulse” (EMP) event, is a granted simulated“Power-Up” and refers to an action initiated by the driver/player whenin close proximity, (i.e. within a given maximum radius) to otheramusement vehicles, be it in front, along-side and/or behind hisamusement vehicle. When initiated, the other amusement vehicle/s (saysecond amusement vehicle) that is near the amusement vehicle/s (sayfirst amusement vehicle) gets the “Power-Up” and simultaneously andtemporarily slows down. Mounting various sensor arrays, i.e. “Laser”,“Ultra-Sonic”, “Proximity” and/or “Optical” type sensors on all sides ofthe amusement vehicles alerts the driver/player that he can initiate an“EMP” Event.” The player generates an interrupt by touching a virtual orphysical button, which triggers the “EMP” event. The “EMP” event affectsother amusement vehicles and slows them down or shuts them downcompletely for a predetermined period of time e.g., 3 seconds.

“Freeze Ray Cannon” is a granted simulated “Power-Up”, which allowsshooting the amusement vehicles ahead of the amusement vehicle such thatthe amusement vehicle ahead will momentarily or completely stop for aperiod of time before being able to proceed. Consider that secondamusement vehicle 104 gets “Freeze Ray Cannon”. Second amusement vehicle104 shoots or transmits “Lasers”, “Ultra-Sonic” and/or “Optical” pulseat first amusement vehicle 102. The infrared “Laser”, “Ultra-Sonic” or“Optical” pulse hits the applicable receiver placed at rear bumper 210of first amusement vehicle 102 causing first amusement vehicle 102 tosimulate first amusement vehicle 102 being frozen for a pre-defined timee.g., three seconds in which first amusement vehicle 102 decreases itsspeed. After expiry of the pre-defined time, first amusement vehicle 102returns to the normal operating speed. In one case, when the “freeze raycannon” gets activated, A/V indicators 326 provide an audio alert tonotify the player such as “Freeze Ray” acquired/enabled or “Freeze Ray”disabled. Further, display screen 330 shows a visual countdown todeactivate the “Turret Blasters” simulated power such as 3 . . . 2 . . .1.

“Mine Sweeper” is a granted simulated “Power-Up”, which allows for thetemporary ability to driver over and activate any dormant “LandMine”/zone located on the track. This action results in the slowdowneffect for all amusement vehicles that subsequently drive over anactivated “Land Mine”.

“Battle Rage” is a simulated “Power-Up”, which gets awarded aftersurpassing 3 opponents on the track. “Battle Rage” simulated power-upallows the user to use “Hyper Boost”, “Trunk Buster”, “Vortex Shields”simultaneously until the “Power-Ups” get disabled.

In “Power-Ups” simulated power, each of the amusement vehicles 102, 104that is present on track 106 gets awarded or granted with a temporarycapability to increase speed after a predetermined time interval. Forinstance, consider the first amusement vehicle 102 gets “Power-Ups”simulated power. Subsequently, first amusement vehicle 102 speedincreases for a period of three seconds at every ten seconds intervalduring the gaming event or race. The “Power-Ups” simulated power getsawarded randomly to some or all of amusement vehicles 102, 104 using analgorithm such that amusement vehicles 102, 104 that are trailing or inthe last position will be provided with the most effective power-upssuch as the “Freeze Ray Cannon” and “Speed Boost” more frequently thanamusement vehicles 102, 104 that are in the lead. The “Power-Ups”simulated power gets awarded continuously every ten seconds untilamusement vehicles 102, 104 that are trailing complete the race.

Based on the above, it should be clear from above that the simulatedpowers or weapons such as “Hyper Boost”, “Vortex Shield”, “TurretBlasters”, “Trunk Buster”, “Freeze Ray Cannon”, and related “Power-Ups”,are virtually simulated in the processor 302 and further communicated tothe amusement vehicles during the race. In order to further improve therace experience for the players, track 106 includes simulated powers orweapons such as the “RFID” tag, “Landmine” zones, or “obstacles” placedat different places on track 106, as shown in FIG. 1. In other words,track 106 includes sensors 112, 114 such as RFIG tags placed as“Landmine” zones or other “Pre-Designated” zones to simulate damage toan amusement vehicle when an amusement vehicle, say first amusementvehicle 102 enters or runs over the sensor. When first amusement vehicle102 enters or runs over the sensor, processor 302 decreases the speed ofthe first amusement vehicle 102 for a predefined time e.g., fiveseconds. In one case, when first amusement vehicle 102 runs over theRFID landmine 112, A/V indicators 326 provide an audio alert to notifythe player such as “Warning damage taken from “Landmine” zones, and“speed restored” after five seconds elapses. Further, display screen 330shows a visual countdown to speed restoration such as 5 . . . 4 . . . 3. . . 2 . . . 1. By placing “RFID” tag as “Landmine”/zones 112, 114strategically, the players are made to focus on aiming the amusementvehicles ahead or behind him and also to ride carefully to avoid runningover RFID landmines 112, 114 thereby improving the race experience forthe players.

FIG. 7 shows an exemplary interface 700 of display screen 330. Beforethe race starts, display screen 330 presents in a stand-by mode.Processor 302 captures the name and nickname of the player after heregisters himself with the amusement vehicle 102. Processor 302 employsfirst camera 306 to capture his image 704. Display screen 330 displays aunique identification number 706 of the amusement vehicle 102 and greetswith a visual and/or an audio message, for example, “Hello Racer231”. Inorder to start the race, display screen 330 displays a countdown. Duringthe race, display screen 330 displays a current lap 708, lap time 710,and current position 712 of the player in the race. Additionally,display screen 330 displays information such as locking of amusementvehicle 102 for simulating shooting by another amusement vehicle as awarning sign 714. Display screen 330 provides visuals for selectingshooting modes 716, locking aims 718 at target other amusement vehicles,and a remaining strength 720 of the amusement vehicle 104, during therace.

In order to aim other amusement vehicles, the user selects and projectsthe visible light/laser beam and an infrared beam to provide a guidedpoint of contact. The guided point of contact helps to aim firstsensor-specific transmitter 310 and second sensor-specific transmitter318. When the visible light/laser beam makes a visible contact with theoptical receivers of a target amusement vehicle, a “Target locked” iconor text gets displayed on display screen 330. Warning sign 714 helps theplayer to understand whether the front or rear amusement vehicle isattempting to lock onto first sensor-specific receiver 312 and secondsensor-specific receiver 320 of first amusement vehicle 102. The playeruses the information and maneuver first amusement vehicle 102 on track.

Display screen 330 provides a real-time position of first amusementvehicle 102 in track 106, simulated power-ups, and weapons utilized.Interface 700 provides other indicators such as speedometer, temperaturemeter, and battery energy gauge. After the race, display screen 330displays the present position secured by the player in the race andpoints awarded to the player.

FIG. 8 shows an exemplary interface 800 of a scoreboard providingdetails related to the gaming event. Interface 800 is divided as a firstsection 802 and a second section 804. First section 802 providesreal-time positions of all amusement vehicles 102, 104 present in track106. In other words, first section 802 displays the location of each ofthe amusement vehicles 102, 104 present in track 106. Further, secondsection 804 provides information regarding the number of players activein the race. For instance, second section 804 displays the names of theplayers, the number of laps completed by respective players, and hisposition in the race.

FIG. 9 shows an exemplary interface 900 that an administrator can use tocontrol the race and the simulated powers or weapons using mastercontrol system 108. Interface 900 is divided as first section 902,second section 904, third section 906, fourth section 908, fifth section910, and sixth section 912.

First section 902 displays details of track 106 where the race iscurrently being held and the total time of the race that has passed oris remaining. Second section 904 displays details of another amusementtrack on which another race is currently being executed and the totaltime of the race that has passed or is remaining for another gamingevent. In this manner, the administrator will be able to track andcontrol multiple races using interface 900 of master control system 108.

Third section 906 displays the name of the players, amusement vehicleidentity, the position of the player in the race, lap count, number of“Power-Ups”, e.g. “Hyper Boosts”, “Vortex Shields”, “Turret Blasters”,“Oils Slicks”, “Freeze Ray Cannons”, “Landmine” zones and potentiallyothers acquired by each respective player.

Fourth section 908 displays the power status of the battery of eachamusement vehicle. Fifth section 910 displays various functions such assave and print race details, and to modify settings related to the raceand/or the interface. Sixth section 912 displays control tabs forallowing the administrator to pause, resume, and stop the race at anygiven point of time.

After completion of the race, points get awarded to each player. Eachplayer gets a chance to accumulate the points upon completing multipleraces. Master control system 108 stores the points accumulated by eachplayer.

In one representative exemplary embodiment, points are awarded to theplayers for each race based on their order of completing the race. Thepoints distributed per race are shown below:

1st Player: +100 Points 6th Player: 0 Points 2nd Player: +80 Points 7thPlayer: −10 Points 3rd Player: +60 Points 8th Player: −20 Points 4thPlayer: +40 Points 9th Player: −30 Points 5th Player: +20 Points 10thPlayer: −40 Points 11th Player: No action 12th Player: No action

A person skilled in the art appreciates that additional points,achievements, and rewards can also be added to the driver's finalstatics. Further, players are ranked based on total points accumulatedby them. A representative exemplary embodiment of ranking players isshown below:

TABLE &num;1 Tier Level Cadet Status Points to Advance 0 (Starting Rank)Copper  0 Points 1 Bronze  20 Points 2 Silver 200 Points 3 Gold 500Points 4 Diamond 2000 Points 

In one embodiment, the performance of all players is displayed as areport, as shown in Table #2 below. The table noted below represents thepercentages or chances the player receives “Power-Ups” or “perks”, basedon the player's current position during the race.

TABLE 2 1^(st) place: Turret Blasters: 10% Vortex Shield: 20% HyperBoost: 10% Freeze Ray Cannon: 10% Trunk Buster: 15% EMP: 15% MineSweeper: 15% 2^(nd) place: Turret Blasters: 10% Vortex Shield: 20% HyperBoost: 10% Freeze Ray Cannon: 10% Trunk Buster: 15% EMP: 15% MineSweeper: 15% 3^(rd) place: Turret Blasters: 10% Vortex Shield: 20% HyperBoost: 10% Freeze Ray Cannon: 10% Trunk Buster: 15% EMP: 15% MineSweeper: 15% 4^(th) place: Turret Blasters: 10% Vortex Shield: 20% HyperBoost: 10% Freeze Ray Cannon: 10% Trunk Buster: 15% EMP: 15% MineSweeper: 15% 5^(th) place: Turret Blasters: 15% Vortex Shield: 20% HyperBoost: 20% Freeze Ray Cannon: 10% Trunk Buster: 15% EMP: 10% MineSweeper: 10% 6^(th) place: Turret Blasters: 15% Vortex Shield: 20% HyperBoost: 20% Freeze Ray Cannon: 10% Trunk Buster: 15% EMP: 10% MineSweeper: 10% 7^(th) place: Turret Blasters: 15% Vortex Shield: 20% HyperBoost: 20% Freeze Ray Cannon: 10% Trunk Buster: 15% EMP: 10% MineSweeper: 10% 8^(th) place: Turret Blasters: 20% Vortex Shield: 10% HyperBoost: 30% Freeze Ray Cannon: 10% Trunk Buster: 15% EMP: 10% MineSweeper: 5% 9^(th) place: Turret Blasters: 20% Vortex Shield: 10% HyperBoost: 30% Freeze Ray Cannon: 10% Trunk Buster: 15% EMP: 10% MineSweeper: 5% 10^(th) place: Turret Blasters: 20% Vortex Shield: 10% HyperBoost: 30% Freeze Ray Cannon: 10% Trunk Buster: 15% EMP: 10% MineSweeper: 5%

FIG. 10 shows an exemplary interface 1000 providing gaming statisticsthat get displayed to a player operating an amusement vehicle after therace. Interface 1000 divides as first section 1002, second section 1004,third section 1006, fourth section 1008, and fifth section 1010. Firstsection 1002 displays the name of the player/s, score achieved in therace, an identifier of the race, and a position secured by the player inthe race. Second section 1004 displays a tier rank of the player/s.Third section 1006 displays statistics of different activities performedduring the race, such as date and time of occurrence of the race,damages simulated to the amusement vehicle, and various simulated“Power-Ups” and weapons acquired during the race. Fourth section 1008displays rankings of different players involved in the race and scoresachieved by the players. Fifth section 1010 displays national rankingsi.e. overall ranking of the different players determined based on theirperformance in all the gaming events in which they participated.

In one embodiment, processor 302 in conjunction with AVS 332 processesimages and/or video and displays at each display screen 330 of amusementvehicles 102, 104 and transmits it any number of display devices (notspecifically shown) placed outside track 106 e.g., in a lobby i.e.“Leader Board”. For instance, processor 302 along with AVS 332 processeslive feeds of the images or video as being captured by first camera 306and second camera 334 and displays the images or live feed/s on to anynumber display devices. This provides a unique experience for spectatorsand/or those viewing via a social media channel/s to see how a player isdoing while racing.

FIG. 11 shows an exemplary interface 1050 of the display device placedat the lobby for displaying live feed from each camera mounted atrespective amusement vehicle. Interface 1050 includes a first section1052 and a second section 1054. First section 1052 displays details oftrack 106 on which the race is currently being held and the total timeof the race that has passed or is remaining. Second section 1054displays live feed as being viewed by respective players on displayscreen 330 mounted at the amusement vehicles. In order to display thelive feed from each amusement vehicle, processor 302 receives data fromthe amusement vehicles and transmits the data to the display device.Alternatively, second section 1054 displays the position of each playerin the race, the number of laps completed, and his/her tier level duringthe race.

Further, second section 1054 displays the final results to show how eachplayer performed at the end of the race. By displaying the live feedfrom the amusement vehicles and showing the performance of each playerat the display device placed at the lobby, the present inventionprovides a unique experience for the spectators to spectate. It shouldbe understood that interface 1050 is shown for illustrative purposes. Aperson skilled in the art will appreciate that interface 1050 displaysother information such as a live feed from the front and rear camera ofeach amusement vehicle to further improve the viewing experience forspectators.

FIGS. 12A and 12B illustrate a flow diagram comprising a sequence ofsteps occurring in a gaming event, in accordance with one exemplaryembodiment of the present invention. The order in which the flow diagramfor simulating an amusement environment for gaming using amusementvehicles is described should not be construed as a limitation, and anynumber of the described method blocks can be combined in any order toimplement the flow diagram or alternate methods. Additionally,individual blocks may be deleted from the flow diagram without departingfrom the spirit and scope of the subject matter described herein.Furthermore, the method can be implemented in any suitable hardware,software, firmware, or combination thereof. However, for ease ofexplanation, in the embodiments described below, the flow diagram mightbe implemented using the above-described amusement vehicle.

The flow diagram comprising a sequence of steps occurring in a raceinvolves interaction between various elements such as an onlineregistration kiosk 1102, a mobile application tied to and triggeredthrough “RFID” tag 1104, dedicated “Proximity sensor, or similar sensortype, gaming event console 1106, display screen 1108, Bluetooth/audiojack 1110, proximity sensors 1112, real or virtual control buttons 1114,and an applicable sensor transmitter/receiver type 1116. The flowdiagram also includes processes of a signage board 1118 and lightpattern generation 1120.

At step 1130, a user or player registers himself using the onlineregistration kiosk 1102. Alternatively, the user attempts to registerhimself using a gaming event console 1106, as shown in step 1132. Gamingevent console 1106 refers to real or virtual control buttons provided ona steering wheel of an amusement vehicle. In response to the user'sattempt to register, a unique code is sent to the online registrationkiosk, as shown at step 1134. In addition, the user gets prompted tosign up to a mobile application and/or with an “RFID” tag or by way ofan automated sequence triggered by the activation of a “Proximity”sensor, as shown at step 1136. Subsequently, a validation request getstransmitted from mobile application 1104 to gaming event console 1106,as shown at step 1136-1. Based on the user validation request, a “QuickResponse” (QR) or another specific type of sensor and code getscommunicated by gaming event console 1106 to the mobile application, atstep 1136-2.

Subsequently, a “Quick Response” (QR) code, “RFID” tag 1104 code, orother “sensor-specific” codes gets transferred from the mobileapplication via an automated sequence. In one example, the “Proximity”sensor sends a code from mobile application 1104 to display screen 1108,at step 1138. In response to the sensor-specific code and amusementvehicle's identifier gets validated using gaming event console 1106 anddisplay screen 1108, at step 1140. After validating, user accountinformation gets created with the help of gaming event console 1106 anddisplay screen 1108, at step 1142. At step 1130, a user or playerregisters himself using the online registration kiosk 1102.Alternatively, the user attempts to register himself using a gamingevent console 1106, as shown in step 1132. Alternatively, at step 1130,a user or player registers himself using the online “Registration Kiosk”1102. Alternatively, the user attempts to register himself using agaming event console 1106, as shown in step 1132.

The user follows instructions provided to him to capture his image(selfie), at step 1144. The instructions come in the form of audio, atstep 1146. Upon receiving the instructions, the user grants permissionto capture his image and/or provides a live stream of his video, at step1148. Subsequently, front camera 306 captures his image, at step 1150.The user clicks another image/selfie to confirm or deny a request tocapture another selfie, at step 1152. Alternatively, front camera 306and/or second camera 334 captures a video and utilizes AVS 332 toprocess the video for a live feed, at step 1154. The user approves orrejects a request for live streaming of the video, at step 1156.

upon initiating operation of the gaming event console 1106, thesimulated “Power-Ups” weapons are provided to the user, at step 1158.Display screen 1108 presents the simulated “Power-Ups” or weaponsacquired by the user, at step 1158. In one case, display screen 1108displays instructions or suggestions to activate a power-up acquired bythe user, at step 1160. Alternatively, an audio signal or audio alertindicating the user to activate the “Power-Up” is provided to the user,at step 1162. Based on the suggestion, the user activates a simulated“Power-Ups” or weapon using virtual or real control buttons 1114, atstep 1164.

The user locks on and targets the amusement vehicle by orientingapplicable sensor transmitter/receiver type 1116 through the operationof real or virtual control buttons 1114, at step 1166. Whenever a“Power-Up” event occurs, a light pattern is produced at display screen1108 and or track, as shown at step 1168. Subsequently, the useroperates real and/or virtual control buttons 1114 to utilize thesimulated “Power-Ups” or weapon, as shown at step 1170.

When the user locks the applicable sensor type. (i.e. “Laser”,“Ultra-Sonic” or other sensor type pulse onto another amusement vehicleor when another amusement vehicle aims his “Laser” or “Ultra-Sonic” orother sensor type pulse onto the user's amusement vehicle, displayscreen 1108 displays a warning message, at step 1172. Subsequently, ahit or damage taken by the user gets activated, at step 1174.Information about hits made by the user or damage taken by the user isdisplayed on the display screen 1108, at step 1176. Information aboutthe hits or damages is transmitted to Bluetooth/audio jack 1110, at step1178. The information about the hits or damages is displayed on displayscreen 1108, at step 1180. After the end of the race, statistics of theuser's performance is displayed on the display screen 1108, at step1182.

It should be understood that during the entire race, the position of theamusement vehicle is captured using “Proximity” sensor 1112, or a “GPS”enabled or similar device, at step 1184. A live feed of the user's videoor the position is shared at the signage board 1118, at step 1186.Further, statistics related to the performance of all the usersparticipating in the race and their ranking gets displayed at thesignage board, at step 1188. The statistics are also shared on themobile application, at step 1190. In one exemplary embodiment, thestatistics such as result, rank, overall points, and tier rank of allusers are shared on social media profiles of the users, at step 1192.

Using the above-described methods and amusement vehicles 102,104; userswill have an improvised race experience. This is because; amusementvehicles 102, 104 configured with simulated “Power-Ups” and weaponsallow them to race with other users on track and to score as many pointsas possible. The race leader or winner gets selected based on totalpoints accumulated after completion of the race rather than simply whocompleted the race or defined laps in the predefined time. Further, aseach event is captured such as locking or being locked on by anotheramusement vehicle 102, 104 with laser beams to slow down or to power upthe speed will engage the users to race by avoiding coming in line ofsight of the other amusement vehicles 102, 104.

Further, each amusement vehicle 102, 104 is provided with a displayscreen that is configured to show real-time player position, simulated“Power-Ups” and weapons, targeting tracking warnings and othernotifications. Based on the information displayed and/or notified to theplayer, the player can maneuver amusement vehicle 102, 104 to avoidother amusement vehicles and race ahead on the track avoiding “RFID” tag1104 or other sensor type enabled landmines to gain the advantage in therace.

In order to further enhance the race experience, the track providesvarious sensors fitted in strategic locations. Such as but not limitedto “RFID” tags 104, “Proximity” sensor or an “Ultra-Sonic” sensor thatare used as indicators of “Landmine” zones 112, “Pre-Designated” zonesor obstacles to simulate damage or apply penalties to the amusementvehicle when the amusement vehicle enters a zone, runs over or trips agiven sensor type or enters a “Pre-Designated” zones. This ensures amore competitive racing experience as it forces the users to be moreaware of the track up ahead.

FIG. 13 shows a “Camera & Sensor Integration Work Flow” diagram 1300, inaccordance with one embodiment of the present invention. The processoror wireless backbone command and control system 1302 sets a defaultcamera state after starting amusement vehicle 102, 104. In default setup, display screen 330 shows cycled views of first camera 306 (1306). Inthe default setting, display screen 330 shows driver/steer wheel andspectator local or other options (1308). Further, processor 302 showscockpit view (1310), front facing view (1312) and rear facing view(1314). Here, cockpit view (1310), front facing view (1312), andrear-facing view (1314) are considered as default cycled views set fordisplay (1316) for one or more minutes intervals.

In default camera set up at startup (1304), display screen 330 displayscockpit until the default setting or sensor event is triggered (1318).Further, at race start, display screen 330 displays path “B”(1320). Atthe end of the race, display screen 330 switches to path “A” (1322).When at the default setting (1318), display screen 330 displays the samesetting until any service priority interrupts occurs such as power offor forced shut down, etc. (1324).

In the program setting mode, display screen 330 displays an event when asensor triggers an event (1326). For example, if any sensor detects thatanother amusement vehicle is approaching closer from rear, thenprocessor 302 triggers display screen 330 to display rear view (1328).Similarly, if any sensor detects that another amusement vehicle isgetting closer to other vehicle at the front, then processor 302triggers display screen 330 to display front view (1330). Similarly, ifany sensor detects the amusement vehicle is getting closer to othervehicle from sides, then processor 302 triggers display screen 330 todisplay side view (1332). A person skilled in the art appreciates thatdefault “Cycled Camera Views” as well as the “manually” or“programmatically” generated interrupts change camera views based on theinterrupt type.

FIG. 14 shows a programmatic flow of an Adaptive Video System (AVS) 1400(similar to 332). As specified above, AVS 1400 (332) receives images orvideos captured by first camera 306 and second camera 334 and processesusing proprietary algorithms. As such, AVS 1400 receives images and/orvideos captured by first camera 306 and second camera 334 and connectsto social media and/or local race portals. Local race portals includeleader board 1402 a gets displayed by the trackside for spectators.Social media includes Facebook™ 1402 b, Twitch™ 1402 c, Instagram™ 1402d and others 1402 e such as Twitter™. AVS 1400 processes the imagesand/or videos and reconfigures the output image/video based on itsresolution, frame rate, bit rate, and depending on output medium (socialmedia or leader board) 1404. For each of leader boards 1402 a, Facebook™1402 b, Twitch™ 1402 c, Instagram™ 1402 d and others 1402 e, AVS 1400configures the images/videos and transmits endpoint specific resolutionor bit-rate to end-point display devices. Alternatively, AVS 1400configures the images/videos and transmits as per endpoint specificresolution or bit rate overridden by user/administrator in theapplication (1406).

FIG. 15 illustrates a process flow 1500 of user accessing gaming eventsvia an electronic device such as a mobile phone, in accordance with oneexemplary embodiment of the present invention. Electronic device 1502such as a mobile device operating any operating system, such as Andriod™by Google™ or iOS™ by Apple Inc. includes a first interface 1504.Interface 1504 prompts the user to login (1506). After logging in,second interface 1508 prompts the user to select options (1510) e.g., toplay a game virtually or view his profile. Once the user selects to playfrom the options provided (1510), third interface 1512 prompts the userto select and scan a QR code or barcode (1514) to register himself toparticipate in the game. Once the game begins, his score gets capturedand transmitted to his electronic device 1502.

FIG. 16 illustrates an overall process flow of Go-Kart Mobile Laser TagSystem (GMLTS) 1600, in accordance with one exemplary embodiment of thepresent invention. Here, GMLTS 1600 includes GMLTS administrator 1602,who manages one or more amusement vehicle tracks either directly orthrough a subscription model. GMLTS administrator 1602 builds andmanages the software and/or hardware required to provide retrofittablekits for amusement vehicles to simulate power-ups, as explained above.GMLTS 1600 includes kart (amusement vehicle) owner/administrator 1604,who owns the track (physically or virtually) and one or more amusementvehicles. GMLTS 1600 includes mobile application 1606, which usersdownload, register themselves with amusement vehicles to participate inthe racing event. GMLTS 1600 includes mounted display screen 1608(display screen 330) which the user sees at the steering wheel of theamusement vehicle. The flow diagram shows a sequence of steps during theinteraction between GMLTS administrator 1602, kart (amusement vehicle)owner/administrator 1604, mobile application 1606, and mounted displayscreen 1608.

At step 1610, GMLTS administrator starts the process and logs-in to hisportal (1612). GMLTS administrator 1602 manages user profiles such askart (amusement vehicle) owner/administrators etc. (step 1614). At step1616, GMLTS administrator 1602 manages subscription or one-timeactivation of kart (amusement vehicle) owner/administrators and manageseach game data (1618). Specifically, GMLTS administrator 1602 managesand stores game controls (1620), game statistics (1622), and playerstatistics (1624) after each game/race. This process ends at step 1626.

At step 1628, kart (amusement vehicle) owner/administrator logs-in toaccess software-hardware controls developed by GMLTS administrator. Kart(amusement vehicle) owner/administrator 1604 manages user or playersprofiles such (step 1630). At step 1326, Kart (amusement vehicle)owner/administrator 1604 manages the user's subscription (1632) and hisacceptance to participate and manage his data in the race (1634).Specifically, kart (amusement vehicle) owner/administrator 1604 managesand stores game controls (1636), player statistics (1637), gamestatistics (1638) and prints player statistics (1640). After eachgame/race, kart (amusement vehicle) owner/administrator 1604 kart(amusement vehicle) owner/administrator 1604 the players and/or gamestatistics on the signage/display board at track (1642). This processends at step 1626.

At step 1644, the user signs up to participate in the race using amobile application. Subsequently, the user syncs his mobile applicationwith (amusement vehicle) owner/administrator 1604 and/or with amusementvehicle (1646). The user's mobile stores gaming data (1648) and thisprocess ends at step 1426.

At step 1650, display screen 330 receives information corresponding tothe user's registration. Display screen 330 prompts the user to take hisselfie (1652) before participating in the game. Subsequently, displayscreen 330 displays the power-ups player would have received (1654).Display screen 330 shows any target tracking or any other warningnotifications upon being locked by other amusement vehicles or uponbeing provided with power-ups during race (1656). If an amusementvehicle gets hit (1658), then display screen 330 shows the damage/impacttaken by amusement vehicle (1660) and continues to display real-timedata corresponding to the health of amusement vehicle (1662). If theamusement vehicle is not targeted or misses a target (1658), thendisplay screen 330 shows no damage was done to amusement vehicle (1664)and continues to display real-time data corresponding to the health ofamusement vehicle (1662). Display screen 330 displays real-time position(1666) of the player in the race, tier ranking (1668), post-game points(1670), and racing statistics (1672) during or after the race. Thisprocess ends at step 1626.

In the above description, the terms “Race”/“Gaming Event” areinterchangeably used. A person skilled in the art will understand thatthe race or ride or gaming event indicates a competition where two ormore people compete to complete a set task e.g., completion of ten lapsin a track or circuit or taking maximum laps in a predefined periode.g., ten minutes.

Additionally, “Track Specific” modifications, such as but not limitedto; “Split Track” courses, “Specialized Event” or “Action” Zones”, toenable current or new “Power-Ups”, awards, “earned” or “granted”capabilities may be incorporated over time.

The present invention comes as an aftermarket retrofittable hardwaregamification attachment or built-in attachment kit for amusementvehicles. The retrofittable hardware gamification attachment various“Sensors Arrays”, “Cameras”, “Wireless Command & Control” system orprocessor, as well as a “Voice Recognition” system. The retrofittablehardware gamification attachment includes a “Mobile Application” capableof, but not limited to, register a user by way of wireless “Proximity”sensor or other sensor types with a given amusement vehicle and enable afeature-rich gaming and social media experience. This coupled with a lowlatency gamification method for amusement vehicles simulating but notlimited to virtual “Power-Ups”, “Weapons”, “Damage”, “Points”, (i.e. formost laps led, fastest lap, etc.) “earned” and “acquired” Capabilitiesas well as other in race game “visual” and audio enhancements” add tothe race and social media experience. The amusement vehicleretrofittable attachment kit includes various sensors, uniquelyintegrated, and consisting of but not limited to “Optical”, “Proximity”,“Ultra-Sonic”, “Laser”, sensors types configured with their applicable“Transmitters (TX)” and “Receivers (RX)”. These devices pair with theapplicable control modules and processor/s to provide enhanced amusementvehicle live-action racing and “gamification” experience. The presentinvention also allows race participants and the local audience members,spectators, and those that follow on the various social media platformsto be involved by way of viewing live-action kart racing, events,competitions, and interacting with the participants.

While “Preferred” or “Extraordinary” embodiments have been describedabove and illustrated in the accompanying drawings, it will be evidentto those skilled in the art that modifications may be made withoutdeparting from this disclosure to support the “Entertainment” and the“Pro-Series” series competition versions of the race/game, furtherenhancing the overall experience. Such modifications are considered aspossible variants comprised in the scope of the disclosure.

What is claimed is:
 1. An amusement vehicle for simulating power-upsin-game virtual vehicle enhancements and virtual weaponry for improvedracing experience, said amusement vehicle comprising: sensor-specifictransmitters that mount at a front end and a rear end of a frame housingof said amusement vehicle said sensor-specific transmitters configuredfor transmitting sensor-specific signals to communicate with otheramusement vehicles moving in an amusement environment; sensor-specificreceivers that mount at said front end and rear end of said framehousing of said amusement vehicle, said sensor-specific receiversconfigured for receiving sensor-specific signals to communicate withother amusement vehicles; and a processor that communicatively connectsto said sensor-specific transmitters and said sensor-specific receivers,said processor simulates power-ups in-game virtual vehicle enhancementsand virtual weaponry for said amusement vehicle based on saidsensor-specific signals transmitted or received from other amusementvehicles, wherein said processor simulates said power-ups in-gamevirtual vehicle enhancements and virtual weaponry by increasing ordecreasing speed, causing damage, providing temporary protection fromdamage, freezing weaponry, and deactivating weaponry of said amusementvehicle for a pre-defined time corresponding to said sensor-specificsignals transmitted or received from other amusement vehicles in agaming event in said amusement environment.
 2. The amusement vehicle ofclaim 1, wherein said amusement vehicle comprises a steering wheel, saidsteering wheel allows a user to maneuver said amusement vehicle in saidamusement environment, wherein said steering wheel comprises a displayscreen configured to display in-game instructions, the position of theuser in said gaming event, points scored by the user, images captured bycameras, power-ups and virtual weaponry activated or deactivated forsaid amusement vehicle during said gaming event.
 3. The amusementvehicle of claim 2, wherein said display screen mounts via a dynamicmount, said dynamic mount creates a pendulum effect and keeps saiddisplay screen at a display surface level with the user's view.
 4. Theamusement vehicle of claim 2, wherein said display screen comprisesaudio and visual indicators for indicating sensor-specific signalstransmitted or received from other amusement vehicles.
 5. The amusementvehicle of claim 1, wherein said sensor-specific signals include one ofthe laser signals, optical signals, ultrasonic signals, and pulsesignals.
 6. The amusement vehicle of claim 1, further comprises RadioFrequency identification (RFID) tags or Proximity sensor tags placed atdifferent locations on a track in said amusement environment, whereinsaid processor detects and simulates damage or applies penalties whensaid amusement vehicle runs over said RFID tags or Proximity sensortags.
 7. The amusement vehicle of claim 6, wherein said processor causessaid amusement vehicle to slow down, come to a complete stop, or obtaina perk when said amusement vehicle runs over said RFID tags or saidProximity sensor tags.
 8. The amusement vehicle of claim 2, wherein saidsteering wheel comprises haptic actuators, said haptic actuators causesaid steering wheel to vibrate to indicate to the user of activation ordeactivation of the simulated power-ups and virtual weaponry in saidgaming event.
 9. The amusement vehicle of claim 1, further comprisescameras configured for capturing still images or video of said amusementvehicle and surroundings of said amusement vehicle.
 10. The amusementvehicle of claim 9, wherein said cameras comprises a 2-dimensional (2D)camera and a 3-dimensional (3D) 360-degree camera, said 2D camera mountsto a steering wheel of said amusement vehicle and said 3D 360-degreecamera mounts to a roll cage structure of said frame housing.
 11. Theamusement vehicle of claim 9, further comprises an adaptive video system(AVS), said AVS in conjunction with said processor processes the stillimages and/or videos captured by said cameras.
 12. The amusement vehicleof claim 11, wherein said AVS in conjunction with said processorprocesses and reconfigures resolution, frame rate and bit rate of thestill images and/or videos for transmitting and displaying the stillimages and/or video on an electronic device or a display device externalfrom said amusement environment.
 13. The amusement vehicle of claim 2,wherein said display screen generates an interrupt type allowing theuser to select a type of view to be displayed on said display screen.14. The amusement vehicle of claim 12, further comprises a mastercontrol system that communicatively connects to said processor, saidmaster control system receives the processed still images and/or videosfrom said AVS and displays on said display device external from saidamusement environment.
 15. A method implemented by an amusement vehiclefor simulating power-ups in-game virtual vehicle enhancements andvirtual weaponry for improved racing experience, said method comprising:transmitting and receiving sensor-specific signals for communicatingwith other amusement vehicles moving in an amusement environment; andsimulating power-ups in-game virtual vehicle enhancements and virtualweaponry based on said sensor-specific signals transmitted or receivedfrom other amusement vehicles, wherein simulating power-ups and virtualweaponry is caused by increasing or decreasing speed, causing damage,providing temporary protection from damage, freezing weaponry, anddeactivating weaponry said amusement vehicle for a pre-defined timecorresponding to said sensor-specific signals transmitted or receivedfrom other amusement vehicles in a gaming event in said amusementenvironment.
 16. The method of claim 15, further comprising displayingin-game instructions, the position of a user in said gaming event,points scored by the user, images captured by cameras, said power-ups,and virtual weaponry activated or deactivated for said amusement vehicleduring said gaming event on a display screen.
 17. The method of claim15, further comprising capturing still images or video of said amusementvehicle and surroundings of said amusement vehicle.
 18. The method ofclaim 17, further comprising processing the still images or videocaptured for transmitting and displaying the still images and/or videoon an electronic device or a display device external from said amusementenvironment.
 19. A retrofittable hardware gamification attachment foramusement vehicles for simulating power-ups in-game virtual vehicleenhancements and virtual weaponry for improved racing experience, saidretrofittable hardware gamification attachment comprising:sensor-specific transmitters that mount at a front and a rear end of aframe housing of an amusement vehicle said sensor-specific transmittersconfigured for transmitting sensor-specific signals to communicate withother amusement vehicles moving in an amusement environment;sensor-specific receivers that mount at said front and rear end of saidframe housing of said amusement vehicle, sensor-specific receiversconfigured for receiving sensor-specific signals to communicate withother amusement vehicles; and a processor that communicatively connectsto said sensor-specific transmitters and said to sensor-specificreceivers, said processor simulates power-ups in-game virtual vehicleenhancements and virtual weaponry for said amusement vehicle based onsaid sensor-specific signals transmitted or received from otheramusement vehicles in said amusement environment, wherein said processorsimulates power-ups in-game virtual vehicle enhancements and virtualweaponry by increasing or decreasing speed, causing damage, providingtemporary protection from damage, freezing weaponry, and deactivatingweaponry said amusement vehicle for a pre-defined time corresponding tosaid sensor-specific signals transmitted or received from otheramusement vehicles in a gaming event in said amusement environment. 20.The retrofittable hardware gamification attachment of claim 19, furthercomprises cameras configured for capturing still images or video of saidamusement vehicle and surroundings of said amusement vehicle, andwherein said retrofittable hardware gamification attachment furthercomprises adaptive video system (AVS) configured to process, transmitand display the still images and/or video on a display screen of saidamusement vehicle and a display device external from said amusementenvironment.